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lunarium_OLD/src/graphics/opengl/glText.cpp

274 lines
8.3 KiB
C++

/******************************************************************************
* File - glText.cpp
* Author - Joey Pollack
* Date - 2021/09/07 (y/m/d)
* Mod Date - 2021/09/07 (y/m/d)
* Description - Used to load and manage fonts. Renders text using freetype
* and openGL.
******************************************************************************/
#include "glText.h"
#include <utils/logger.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <ft2build.h>
#include FT_FREETYPE_H
namespace lunarium
{
int glText::LoadFont(const char* fontFile, const char* name, float size, int weight)
{
if (!mTextShader.IsBuilt())
{
Logger::Log(LogCategory::GRAPHICS, LogLevel::ERROR, "Unable to load font because no text rendering shaders are loaded");
return -1;
}
FT_Library ft;
if (FT_Init_FreeType(&ft))
{
Logger::Log(LogCategory::GRAPHICS, LogLevel::ERROR, "FREETYPE: Could not init FreeType Library");
return -1;
}
FT_Face face;
if (FT_New_Face(ft, fontFile, 0, &face))
{
Logger::Log(LogCategory::GRAPHICS, LogLevel::ERROR, "FREETYPE: Failed to load font from file: %s", fontFile);
return -1;
}
return CreateFont(name, ft, face, size, weight);
}
int glText::LoadFont(const unsigned char* fontData, int dataSize, const char* name, float size, int weight)
{
if (!mTextShader.IsBuilt())
{
Logger::Log(LogCategory::GRAPHICS, LogLevel::ERROR, "Unable to load font because no text rendering shaders are loaded");
return -1;
}
FT_Library ft;
if (FT_Init_FreeType(&ft))
{
Logger::Log(LogCategory::GRAPHICS, LogLevel::ERROR, "FREETYPE: Could not init FreeType Library");
return -1;
}
FT_Face face;
if (FT_New_Memory_Face(ft, fontData, dataSize, 0, &face))
{
Logger::Log(LogCategory::GRAPHICS, LogLevel::ERROR, "FREETYPE: Failed to load font from buffer. Font name: %s", name);
return -1;
}
return CreateFont(name, ft, face, size, weight);
}
int glText::CreateFont(const char* name, FT_Library ft, FT_Face face, float size, int weight)
{
FT_Set_Pixel_Sizes(face, 0, 48);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // Disable byte-alignment restriction
// NOTE: Testing code
float sizes[128] = { 0.0f };
mFonts.push_back(Font());
int fontIdx = (int)(mFonts.size() - 1);
mFonts.back().Name = name;
for (GLubyte c = 0; c < 128; c++)
{
// Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER))
{
Logger::Log(LogCategory::GRAPHICS, LogLevel::ERROR, "FREETYTPE: Failed to load Glyph %c from font: %s", c, name);
continue;
}
// Generate texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
// Set texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Now store character for later use
Character character = {
texture,
{ (float)face->glyph->bitmap.width, (float)face->glyph->bitmap.rows },
glm::vec2((float)face->glyph->bitmap_left, (float)face->glyph->bitmap_top),
(int)face->glyph->bitmap.rows - face->glyph->bitmap_top,
(unsigned int)face->glyph->advance.x
};
mFonts.back().CharSet.insert(std::pair<GLchar, Character>(c, character));
// Find Max (positive) Down Shift
if (character.DownShift > 0 && ((int)mFonts.back().MaxDownShift) < character.DownShift)
{
mFonts.back().MaxDownShift = character.DownShift;
}
// Determines the distance from the top down to the baseline
if (character.Size.Height == character.Bearing.y && mFonts.back().MaxHeight < character.Size.Height)
{
mFonts.back().MaxHeight = (unsigned int)character.Size.Height;
}
}
FT_Done_Face(face);
FT_Done_FreeType(ft);
return fontIdx;
}
OpRes glText::Initialize()
{
glGenVertexArrays(1, &mTextVAO);
glGenBuffers(1, &mTextVBO);
glBindVertexArray(mTextVAO);
glBindBuffer(GL_ARRAY_BUFFER, mTextVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Load text shaders
mTextShader.SetSource(glShader::TYPE_VERTEX, VertShader, false);
mTextShader.SetSource(glShader::TYPE_FRAGMENT, FragShader, false);
if (!mTextShader.BuildProgram())
{
return OpRes::Fail("Unable to build text shader program. Fonts will not load and text will not render.");
}
return OpRes::OK();
}
void glText::DrawString(int fontID, const char* text, glm::vec2 position, Color color, float scale, glm::mat4 projection)
{
// HACK: There might be a better way to specify no limit to the bottom right
DrawString(fontID, text, position, glm::vec2(9000000.0f, 9000000.0f), color, scale, projection);
}
void glText::DrawString(int fontID, const char* text, glm::vec2 topLeft, glm::vec2 botRight, Color color, float scale, glm::mat4 projection)
{
if (!mTextShader.IsBuilt())
{
Logger::Log(LogCategory::GRAPHICS, LogLevel::ERROR, "Unable to draw string because no text rendering shaders are loaded");
return;
}
if (fontID < 0 || fontID >= mFonts.size())
{
Logger::Log(LogCategory::GRAPHICS, LogLevel::ERROR, "Invalid font ID specified for DrawString: %d", fontID);
return;
}
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// NOTE: String drawing code based on code from: https://learnopengl.com/In-Practice/Text-Rendering
mTextShader.MakeActive();
mTextShader.SetUniformMatrix("projection", 1, glm::value_ptr(projection));
mTextShader.SetUniformf("textColor", { color.Red, color.Green, color.Blue, color.Alpha });
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(mTextVAO);
float lineSize = (mFonts[fontID].MaxHeight + mFonts[fontID].MaxDownShift) * scale;
float curX = topLeft.x;
float curY = topLeft.y;
// Iterate through all characters
int len = (int)strlen(text);
for (int c = 0; c < len; c++)
{
// if the last character was a space then we must
// be starting a new word
if (c > 0 && ' ' == text[c - 1])
{
// check the total advance of this word to see if
// it would go beyond the right boundry
GLfloat totalAdvance = 0;
for (int i = c; text[i] != ' ' && text[i] != '\0'; i++)
{
Character ch = mFonts[fontID].CharSet[text[c]];
totalAdvance += (ch.Advance >> 6) * scale;
}
if (curX + totalAdvance > botRight.x)
{
curX = topLeft.x;
curY += lineSize;
}
if (curY + lineSize > botRight.y)
{
break;
}
}
Character ch = mFonts[fontID].CharSet[text[c]];
GLfloat xpos = curX + ch.Bearing.x * scale;
GLfloat ypos = curY + (mFonts[fontID].MaxHeight - ch.Size.Height) * scale;
// Apply a down offset if the char should go below the baseline
ypos += (ch.DownShift * scale);
// NOTE: The following code does not work because it assumes that positive y is the upward direction
//
//GLfloat test_ypos = curY + (ch.Size.Height - ch.Bearing.Y) * scale;
//
GLfloat w = ch.Size.Width * scale;
GLfloat h = ch.Size.Height * scale;
// Update VBO for each character
GLfloat vertices[6][4] = {
{ xpos, ypos + h, 0.0, 1.0 },
{ xpos + w, ypos, 1.0, 0.0 },
{ xpos, ypos, 0.0, 0.0 },
{ xpos, ypos + h, 0.0, 1.0 },
{ xpos + w, ypos + h, 1.0, 1.0 },
{ xpos + w, ypos, 1.0, 0.0 }
};
// Render glyph texture over quad
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
// Update content of VBO memory
glBindBuffer(GL_ARRAY_BUFFER, mTextVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Render quad
glDrawArrays(GL_TRIANGLES, 0, 6);
// Now advance cursors for next glyph (note that advance is number of 1/64 pixels)
curX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
}